180 lines
7.2 KiB
C#

using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
using OpenTK;
namespace ClassicalSharp {
/// <summary> Entity component that draws square and circle shadows beneath entities. </summary>
public unsafe sealed class ShadowComponent {
Game game;
Entity entity;
public ShadowComponent( Game game, Entity entity ) {
this.game = game;
this.entity = entity;
}
internal void Draw() {
EntityShadow mode = game.Players.ShadowMode;
Vector3 Position = entity.Position;
float posX = Position.X, posZ = Position.Z;
int posY = Math.Min( (int)Position.Y, game.Map.Height - 1 );
int index = 0, vb = 0;
VertexPos3fTex2fCol4b[] verts = null;
ShadowData data = new ShadowData();
int coordsCount = 0;
Vector3I* coords = stackalloc Vector3I[4];
for( int i = 0; i < 4; i++ )
coords[i] = new Vector3I( int.MinValue );
if( mode == EntityShadow.SnapToBlock ) {
vb = game.Graphics.texVb; verts = game.Graphics.texVerts;
if( !CalculateShadow( coords, ref coordsCount, posX, posZ, posY, ref data ) ) return;
float x1 = Utils.Floor( posX ), z1 = Utils.Floor( posZ );
DraqSquareShadow( verts, ref index, data.Y, 220, x1, z1 );
} else {
vb = game.ModelCache.vb; verts = game.ModelCache.vertices;
float x1 = posX - 7/16f, x2 = Math.Min( posX + 7/16f, Utils.Floor( x1 ) + 1 );
float z1 = posZ - 7/16f, z2 = Math.Min( posZ + 7/16f, Utils.Floor( z1 ) + 1 );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 )
DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position );
x2 = posX + 7/16f; x1 = Math.Max( posX - 7/16f, Utils.Floor( x2 ) );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 )
DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position );
z2 = posZ + 7/16f; z1 = Math.Max( posZ - 7/16f, Utils.Floor( z2 ) );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 )
DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position );
x1 = posX - 7/16f; x2 = Math.Min( posX + 7/16f, Utils.Floor( x1 ) + 1 );
if( CalculateShadow( coords, ref coordsCount, x1, z1, posY, ref data ) && data.A > 0 )
DrawCoords( verts, ref index, data, new Vector2( x1, z1 ), new Vector2( x2, z2 ), Position );
}
if( index == 0 ) return;
CheckShadowTexture( game.Graphics );
if( !boundShadowTex ) {
game.Graphics.BindTexture( shadowTex );
boundShadowTex = true;
}
game.Graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, verts, index, index * 6 / 4 );
}
bool CalculateShadow( Vector3I* coords, ref int coordsCount, float x, float z, int posY, ref ShadowData data ) {
data = new ShadowData();
int blockX = Utils.Floor( x ), blockZ = Utils.Floor( z );
Vector3I p = new Vector3I( blockX, 0, blockZ );
BlockInfo info = game.BlockInfo;
Vector3 Position = entity.Position;
if( Position.Y < 0 ) return false;
for( int i = 0; i < 4; i++ )
if( coords[i] == p ) return false;
while( posY >= 0 ) {
byte block = GetShadowBlock( blockX, posY, blockZ );
if( !(info.IsAir[block] || info.IsSprite[block] || info.IsLiquid[block]) ) {
float blockY = posY + info.MaxBB[block].Y;
if( blockY < Position.Y + 0.01f ) {
data.Block = block; data.Y = blockY; break;
}
}
posY--;
}
if( posY == -1 ) data.Y = 0;
coords[coordsCount] = p; coordsCount++;
CalcAlpha( Position.Y, ref data.Y, ref data.A );
return true;
}
byte GetShadowBlock( int x, int y, int z ) {
if( x < 0 || z < 0 || x >= game.Map.Width || z >= game.Map.Length ) {
if (y == game.Map.EdgeHeight - 1)
return (byte)(game.BlockInfo.IsAir[(byte)game.Map.EdgeBlock] ? 0 : Block.Bedrock);
if (y == game.Map.SidesHeight - 1)
return (byte)(game.BlockInfo.IsAir[(byte)game.Map.SidesBlock] ? 0 : Block.Bedrock);
return (byte)Block.Air;
}
return game.Map.GetBlock( x, y, z );
}
void DraqSquareShadow( VertexPos3fTex2fCol4b[] verts, ref int index, float y, byte alpha, float x, float z ) {
FastColour col = FastColour.White; col.A = alpha;
TextureRec rec = new TextureRec( 63/128f, 63/128f, 1/128f, 1/128f );
verts[index++] = new VertexPos3fTex2fCol4b( x, y, z, rec.U1, rec.V1, col );
verts[index++] = new VertexPos3fTex2fCol4b( x + 1, y, z, rec.U2, rec.V1, col );
verts[index++] = new VertexPos3fTex2fCol4b( x + 1, y, z + 1, rec.U2, rec.V2, col );
verts[index++] = new VertexPos3fTex2fCol4b( x, y, z + 1, rec.U1, rec.V2, col );
}
void DrawCoords( VertexPos3fTex2fCol4b[] verts, ref int index, ShadowData data, Vector2 p1, Vector2 p2, Vector3 centre ) {
if( lequal( p2.X, p1.X ) || lequal( p2.Y, p1.Y ) ) return;
float u1 = (p1.X - centre.X) * 16/14f + 0.5f;
float v1 = (p1.Y - centre.Z) * 16/14f + 0.5f;
float u2 = (p2.X - centre.X) * 16/14f + 0.5f;
float v2 = (p2.Y - centre.Z) * 16/14f + 0.5f;
if( u2 <= 0 || v2 <= 0 || u1 >= 1 || v1 >= 1 ) return;
p1.X = Math.Max( p1.X, centre.X - 14/16f ); u1 = Math.Max( u1, 0 );
p1.Y = Math.Max( p1.Y, centre.Z - 14/16f ); v1 = Math.Max( v1, 0 );
p2.X = Math.Min( p2.X, centre.X + 14/16f ); u2 = Math.Min( u2, 1 );
p2.Y = Math.Min( p2.Y, centre.Z + 14/16f ); v2 = Math.Min( v2, 1 );
FastColour col = FastColour.White; col.A = data.A;
verts[index++] = new VertexPos3fTex2fCol4b( p1.X, data.Y, p1.Y, u1, v1, col );
verts[index++] = new VertexPos3fTex2fCol4b( p2.X, data.Y, p1.Y, u2, v1, col );
verts[index++] = new VertexPos3fTex2fCol4b( p2.X, data.Y, p2.Y, u2, v2, col );
verts[index++] = new VertexPos3fTex2fCol4b( p1.X, data.Y, p2.Y, u1, v2, col );
}
struct ShadowData {
public byte Block;
public float Y;
public byte A;
}
static void CalcAlpha( float playerY, ref float y, ref byte alpha ) {
if( (playerY - y) <= 6 ) { y += 1/64f; alpha = (byte)(190 - 190 * (playerY - y) / 6); }
else if( (playerY - y) <= 16 ) { y += 1/64f; alpha = 0; }
else if( (playerY - y) <= 32 ) { y += 1/16f; alpha = 0; }
else if( (playerY - y) <= 96 ) { y += 1/8f; alpha = 0; }
else { y += 1/4f; alpha = 0; }
}
static bool lequal(float a, float b) {
return a < b || Math.Abs(a - b) < 0.001f;
}
internal static bool boundShadowTex = false;
internal static int shadowTex = -1;
static void CheckShadowTexture( IGraphicsApi graphics ) {
if( shadowTex != -1 ) return;
const int size = 128, half = size / 2;
using( Bitmap bmp = new Bitmap( size, size ) )
using( FastBitmap fastBmp = new FastBitmap( bmp, true, false ) )
{
int inPix = new FastColour( 0, 0, 0, 200 ).ToArgb();
int outPix = inPix & 0xFFFFFF;
for( int y = 0; y < fastBmp.Height; y++ ) {
int* row = fastBmp.GetRowPtr( y );
for( int x = 0; x < fastBmp.Width; x++ ) {
double dist = (half - (x + 0.5)) * (half - (x + 0.5)) +
(half - (y + 0.5)) * (half - (y + 0.5));
row[x] = dist < half * half ? inPix : outPix;
}
}
shadowTex = graphics.CreateTexture( fastBmp );
}
}
}
}